using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using cds_betadev01.source;

namespace cds_betadev01
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        private float aspecRatio = 1.0f;
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Camera view;
        Player player1;
        KeyboardState kb;
        FreeView freeView;
        

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            view = new Camera( new Vector3(0.0f, 10000.0f,10000.0f), new Vector3(0.0f, 500.0f, -5000f), Vector3.Up);
            view.setAspecRatio(aspecRatio);
            
             
            
            freeView = new FreeView();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            
            
            player1 = new Player(Vector3.Zero, 1f, Vector3.Zero, Content.Load<Model>("Ship"));
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            kb = Keyboard.GetState();
            // Allows the game to exit
            aspecRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height;
            player1.upload(gameTime.ElapsedGameTime.Milliseconds,kb);
            
            
            

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            view.draw(player1);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
